Tuesday, June 9, 2009

Speaking of New...

I have to say my favorite "new" artist of the "old" school is one Pete Mullen. If you've not yet taken a gander at the art on his web-site, you're missing out. Seriously, this gentleman's stuff is the most inspiring, imaginative work I've seen since since EO's heyday. Its very cool to me just how thoroughly Mullen "gets it", when it comes to capturing the old-school spirit (hence my compulsion to festoon my blog with his work in every free space I can find ;). Everyone I show the Swords & Wizardry core book to has to stop and marvel at the cover.

If he's available, he's definitely going to be my first stop when its time to commission the cover art for my Warriors of the Red Planet book. If you're a publisher, or self-publishing, hiring this guy for your art is one sure way to get a sale from me!

The Importance of New


Its easy to forget, sometimes, the value of "New!" in a hobby like ours. We place a lot of value on products that were yellowing with age 20 years ago. This is rooted, I would humbly propose, in the fact that the company(s) responsible for D&D slowly stopped producing the kind of stuff the osr appreciates: streamlined rules, site-based non-railroady adventures, sword&sorcery influenced settings and monsters, etc. Over time, a strong mistrust of anything "new" or "post-1981-or-so" tends to develop.

Only natural, of course: you get burned enough, and any semi-intelligent hominid will stop putting their hands into the fire.

But along the way, it becomes harder to remember the feeling you had when you picked up your first Moldvay Basic Boxed Set or 1E Monster Manual. These were new, baby, with something unexpected and exciting around every corner. 25 or 30 years later, nostalgia has brought us back to these books, and what a pleasant surprise to find out that this stuff really works good! As many have noted, no rose-colored-glasses necessary - it really is just as fun as you remembered.

Not as much enthusiasm for new books or product lines though. That feeling of "wow, check out this new book!" doesn't seem to be as highly touted in the osr community. More a cautious mistrust, a sort of "yeah, this is pretty cool, but I hope we don't get too many more...".

Again, understandable, plenty of us remember the swollen, nonsense-packed shelves of the 2E and 3E eras.

Hopefully, as the osr continues to build momentum and popularity, it will also be able to walk bravely, blinking perhaps, into the sunlight again with an appreciation for new stuff. It is ok, I would contend, to favor something like Swords & Wizardry over its original source material: the Little Brown Books. Its not heretical to admit that we may know a bit more about self-publishing today than Gygax and Co. did 35 years ago. Layout, organization, coherence, and 35 years of playtesting all contribute towards a more streamlined product. Not to mention personal computers.

There's also that feeling of "wow" when you hold something new in your hands, such as an issue of Knockspell or Green Devil Face. For the time being at least, the osr is in the hands of the folks who actually play it - they are the ones producing new material, not a faceless corporation with profit margins and stock-holder conference calls. As long as that continues to be the case, I say bring on the new stuff. More adventures, more monsters, more magazines.

I trust you, and I'm not afraid anymore.;-)

Sunday, June 7, 2009

Good news!


From the Goodman Games press release here:

"Goodman Games, developer and publisher of the hugely-popular line of Dungeon Crawl Classics line of adventures for fantasy role-playing campaigns, is pleased to announce an agreement with Black Blade Publishing to publish adaptations of the Dungeon Crawl Classics line of adventures for First Edition fantasy role-playing games. The first release is First Edition Dungeon Crawls: Secret of Smuggler’s Cove, adapted from Dungeon Crawl Classics #7: Secret of Smuggler’s Cove. This 32-page adventure module is fully compatible with the First Edition of the world’s most-popular fantasy role-playing game, any of the other early editions of that game, or any of their modern simulacra."

Congrats to Jon and Grodog! Hope you lucky devils at NTRPGCon pick this up. I ran this at least three times in its 3.0 version, fans of U1 will especially enjoy this.

Friday, June 5, 2009

Monsters of Lornn - pt.1

One of my main objectives with Lornn was to provide a campaign setting that was almost completely alien and original, a "new world" for the players to explore. The flora and fauna were to be all-original; horses were replaced with red-and-ochre zebra-like mounts called Equos, Ox and cattle by towering beasts of burden called Loros, even the role of the humble house-cat was filled by several breeds of semi-intelligent, talking lemurs.

Most important to adventure design, of course, was to provide all-new monsters. Ubiquitous fantasy gaming threats like orcs, ogres, and dragons were all thrown out the window. This design element was strongly rooted in my earliest, fondest gaming experiences and a desire to recreate that feeling of never knowing what to expect. When I wanted to run a setting where all the traditional D&D elements and mythologies were in place, Judges Guild's Wilderlands of High Fantasy was there to fill that role to perfection. My original homebrew needed to be something to sate my thirst for new horizons, and to pass that along to the players.

In some cases, I took standard monsters and "re-skinned" them: the carrion crawler was re-clothed in shimmering, prismatic bristles that hypnotized rather than tentacles that paralyzed, Mummies were re-clothed in coin-studded tar rather than filthy bandages, ochre jellies became malicious humanoid-shaped creatures that lulled their victims into psionically-induced dreams as they digested them, etc.

And of course, there are plenty off all-new monsters, nearly 50 of them, some of which I'm even "re-skinning" for my forthcoming Warriors of the Red Planet book. Here's three Monsters of Lornn that saw frequent use at the game table, with more soon to come:

Scranth
The "lion" of Lornn, this is a cunning, common, and vicious predator. It appears as an ochre-colored mixture of feline and reptile, and emits a buzzing, purring, unnerving growl when trailing its prey. There are two known varieties of Scranth. The most common haunts the hills, plains, and wastelands of Lorrn, and typically travels in groups of 2-5. Another variety, the Desert Scranth, huants arid lands, and is much larger, though this breed typically is a solitary hunter. Rumors persists of a jet-furred jungle scranth, possibly lycanthropic in nature, but no specimens, live or dead, have ever been brought to civilized lands to confirm this.
Scranth, common: HD3; AC4[15]; Atk 2 claws(d4) and bite(d6); Move16; Save14; CL/XP 4/120; Special: none.
Scranth, desert: HD5; Atk 2 claws(d6) and bite(d8); Move12; Save12; CL/XP 5/240; Special: none.

Grey Gulper
This feared predator of the northern forests is a monstrous, house-sized arachnid covered in bands of gray bristles. It has a huge maw, filled with grinding tooth-like barbs that reduce its meals to an easily-digested pulp: flesh, bone, and gear alike. For its size, the Gulper is remarkably quiet, and its coloration makes it hard to see until its literally on top of its victims. Any human-sized or smaller creature that is hit by two of its claw-tipped legs is promptly (and automatically) popped into its maw for 2d8 points of damage a round. Up to four man-sized creatures may be chewed upon at once.
Grey Gulper: HD9; AC4[15]; Atk 4 claws(d4+special); Move12; Save5; CL/XP 10/1400; Special: Maw(2d8/rnd with two successful claw hits); stealthy.

Dread Zilmurth
The zilmurth haunts rocky wastelands and hills. It appears as a 8 to 18-foot-long mixture of badger and crocodile, covered in bands of bristly black-and-white armor plates. The call of the zilmurth is a rumbly basso growl that turns its victims bowels to water in fear, and changes to a deafening brassy screech as it charges. The saliva of a zilmurth is mildly narcotic, and those bitten must save or perceive the world around them as a dreamy haze (-2 to AC, attacks, and saves). It is typically a solitary hunter, but is occasionally found in groups of 2-7 or more. A single dead zilmurth can be harvested for a pint of its narcotic saliva, worth up to 50gp on the black market.
Zilmurth, Dread: HD6+6; AC2[17]; Atk bite 2d6+special; Move12(burrow3); Save11; CL/XP 6/480; Special: poison bite (-2 AC/saves/attacks).

Thursday, June 4, 2009

What *not* to do when you're home alone.

Watch "One Missed Call".

Bored last night while the rest of the clan was out of town for my niece's birthday, I queued this up on the On Demand, not expecting much. And sure enough, for the first 10 or 15 minutes, this seemed to be not much different from the Ring or Grudge or any number of other Japanese horror flicks. But then it got...scary. And real, real tense.

You know that manic laughter you get on a particularly startling roller coaster? Yeah, that was me. I'm sure the neighbor thinks I'm insane now, assuming he had any doubts before. Not to mention said neighbor (whose driveway is right outside my living-room window) slammed his car door at one quiet point in the movie, causing me to jump, catlike, into the air several feet.

This is directed by Takashi Miike, by the way, who I understand is considered to be sort of a Japanese Quentin Tarentino. I remember watching his film "Audition" some years back and finding it a bit... disturbing.

I suppose it helps to be in a hundred-year-old house, all alone, in one of the most haunted cities in the US, but this flick rated really high on the creep-o-meter. See it if you get a chance. Apparently there's an American remake of this, but I'd be surprised if it's as good (even the movie-poster art looks a bit goofy).

Wednesday, June 3, 2009

20-year Anniversary!

This month marks the 20th anniversary of my own homebrew game setting, the "Lands of Lornn", originally called, simply, "Shadomir". The setting has seen regular detailing and revising since its initial, somewhat clumsy, beginnings. Some 24 or so 11x8 maps, of varying quality, detail the roughly Europe-sized Northern Continent where most of the action takes place. Its seen use with 3 different versions of D&D, as well as a bit of RM. Half a dozen campaigns with at least four different groups of gamers, from the Merry Riders' unfortunate acquisition of the Orb of Undeath, to the Red-Iron Company's forays beneath the Tower of the Lich-King.

To celebrate the milestone, I'll be featuring stuff from the setting all month, including original monsters statted for S&W, a couple of unique NPC classes, and some other (hopefully) interesting bits and pieces.

To set the mood, the first feature is this shortstory published some years ago, set in the homebrew, titled The Fishermans Coin. Hope you enjoy it!

Monday, June 1, 2009

Languages!

One thing I've always appreciated in both history and fantasy literature is the diversity of languages to be found. Yet in D&D there seems to be a dearth of languages. Well, yes, there is a substantial list of languages, but they are mostly racial or alignment tongues. As someone who prefers human-centric, Sword&Sorcery-style gaming, having Klarg the Barbarian learn "Dwarf" or "Otyugh" is next to useless, and doesn't really represent even the base-line game's assumption of humanity as the predominant race in existence.

This has always been perplexing to me, as language is not something really complicated to add to a game or implement during game play.

Historically, language was not necessarily exclusive to the scholarly realm. There's plenty of evidence that common folk around the ancient Mediterranean, for instance, where trade was common and written languages were often assumed from foreign countries, knew a few languages other than their own as a matter-of-fact, with the scholarly types being adept in a dozen or more. Even today, in geographical areas like Europe where there are a lot of languages spoken in a relatively small area, it is common to be adept at two or three languages, with a passing knowledge of several more. My friend from Hamburg speaks English and French fluently, in addition to his native tongue, and can get by conversationally in Italian, Spanish, and Portuguese, and professes to have never studied a foreign language past what passes for high school over there.

Here in America, we seem to be more exclusive than most in our "native" tongue, eschewing other languages nearly to the point of hostility, so perhaps this is the reason more diverse tongues never really worked their way into D&D or other contemporary RPGs. Or maybe I'm just more obsessed with it than Gygax, Arneson, and company were. :-)

For this entry, I'm presenting some "basic" languages to use in your games. Each language has a generic name so it can be easily dropped into any campaign; you may want to rename each, as appropriate, to give it that much more flavor.

For my campaign, I'm allowing characters to start with up to two languages, with more based on their Intelligence bonus (as many as 1 if you're using S&W, or as many as 3 with LL) with the ability to learn more languages upon gaining odd-numbered levels (3rd, 5th, etc). You may want to increase or decrease that according to your preference, or just base their learning new tongues on some in-play criteria.

"Common"- this remains the baseline language of local human culture. By that I mean the generic national language native to the majority of your PCs.
"Elder Common"- this tongue is an older version of common, perhaps comparable to Old English or Latin, out of use by common folk, but still learned and used to an extent by scholars, nobility, and perhaps the magic users in your campaign.
"Arcane"- this is the language of magic, used exclusively by those properly inducted into the secretive guilds and orders who practice the arcane arts. More a language of "science" than of conversation, not unlike what you may hear physicists rattling off;-)
"Eastern"- this is language of plain-and-steppe nomads, like the Scythians or Mongols. Useful to know for PCs frequenting oft raided borderlands, or dealing with the plentiful mercenaries from these lands. Its written form is very limited, but its militaristic focus can be useful for secret missives and the like.
"Desert"- this is the common tongue of the nomads and teeming cities of the arid desert lands. It is also useful as a scientific tongue, as many prolific engineers and architects hail from these lands, and the written form is both extensive and expressive.
"Wild"- This is the tongue of the "Old Folk". Not unlike the celtic or viking languages, it is the language of the remnants of the old tribes still practicing the old druidic ways, and often confined to the wilder corners of the civilized world. Its written form is runic, and often found carved in megalithic stones and cairns.
"Equitorial"- this is language of the jungles of the deep southern areas. There are countless varieties and dialects as one moves from tribe to tribe, but a basic understanding can be achieved. A necessary language for explorers of lost worlds and exotic locales.
"Trade"- the language of traders and merchants, serving a role similar to the tongues of Phoenicia or Venice. Always useful to know, as almost any civilized land you travel to will have at least a few individuals conversant in this language for the sake of the greatest motivator of all: gold!
"Ancient"- the language of lost civilizations. Likely found only spoken by obscure cults, lost cities, and with a written form appearing as pictographs or hieroglyphs. Another useful tongue for adventurers, at least for those with more scholarly tendencies.
"Pidgin"- the mish-mash language of pirates and dark ports of call that serve as melting pots for the thieves and rogues of dozens of cultures and races. Useful to know for adventures of a dubious nature, and the foundation for what is sometimes known as "thieves cant".

At any rate, I hope these 10 can get you started. The next step is, of course, to actually utilize them in your campaigns, the easiest ways being through treasure maps, tricky employers, and expeditions to faraway places. If you make it more profitable through gold and xp.s for your players to to be proactive in learning and utilizing the many languages of your campaign setting, they'll adopt the custom quickly, and give that much more atmosphere and immersion to your game!

LinkWithin

Related Posts Plugin for WordPress, Blogger...